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Sorcerer's Trials/Season 09

From NU: Carnival Guides
Sorcerer's Trials Season 09
September 28, 2023 - November 23, 2023

Trial 05 - "Berserker Yakumo"

Slime Enemies

  • Fire Element Berserker Yakumo (10,344 HP)

Allies Team Recommendations

  • 1-2 Healer, 1 Support, 2-3 DPS
    • Use more healer if needed
    • AoE is not recommended since there is only one boss

Deed Stage Tips

  • The only enemy to be had here is Yakumo, who will start his turn with inflicting Bleed to the whole party
  • He will do AoE attacks twice as his normal attack rotation be mindful of that
  • At turn 4 he will do a special skill depending on his HP threshold ― if his HP is below 50% he will apply buffs to himself and not attack, otherwise he will do an AoE skill attack. If HP threshold is not met by this turn guard your team

He'll do another team skill attack after Entanglement skills, so guard again

  • At the end of every 5th turn Yakumo will apply a shield buff to your team to protect you from the next attack, guard your team on the next turn

Trial 10 - "Beast King Karu"

Slime Enemies

  • Dark Element Beast King Karu (4,437 HP)
  • Dark Element Momo (3,939 HP)
  • Dark Element Pipi (3,939 HP)
  • Dark Element Bobo (3,939 HP)

Allies Team Recommendations

  • AoE DPS, 1 ST DPS, 1 Healer, Open Slot
    • Strong AoE unit is preferred

Deed Stage Tips

  • The jungle book is back with Karu and the yappers of hell, pay attention to Karu's dialogue cause he has a targeting system that'll go in a 2→4→1→3→5 repeat pattern. Guard the units that are in said slots on the turn he'll target them
  • Do not kill Karu first! As tempting as it is because his attacks will inflict reduced recovery, the wolves will get a 500% atk boost if Karu dies, so leave him for last
  • If you're willing to do multiple runs of this you can use Morvay to override Karu's target locks using his taunt, but make sure your incubus has a lot of health to deal with those reduced recovery stacks!
  • It's best you balance the wolves' HP thresholds evenly when you're chipping them down so you can wipe them out in a single turn to prevent them taking advantage of attack buffs when one dies

Trial 15 - "Olivine Titty Committee"

Slime Enemies

  • Light Element LovedByAll Olivine (7,914 HP)
  • Light Element Showboating Soldier (5,939 HP)
  • Light Element Dispirited Gigolo (5,939 HP)
  • Light Element Inspired Hoodlum (5,939 HP)
  • Light Element Reformed Thief (5,939 HP)

Allies Team Recommendations

  • 3~4 DPS, Open Slot (Healer/Support)
    • If you're aiming for 11 turns or less, using team strikers (ie. SR Blade, SR/SSR Garu) would be recommended for a faster clear

2 AoE + 2 Open Slot DPS for the fastest run, use a healer if you're struggling to stay alive

Deed Stage Tips

  • Olivine is a friend not foe, and will provide support to your team

Heals every 2 turns starting from turn 1, Silence debuff every 4 turns

  • All enemies will get +1% ATK (max 50) each turn
  • Soldier and Gigolo will alternate taunts, and will be your main focus of damaging first. Aim to kill the soldier before turn 6 ends or guard to tank the team wide skill attack
  • Gigolo will always do team wide attacks except when taunting. Soldier taunt and Olivine silence is the noticeable patterns for when he AoEs
  • The thief and hoodlum are low priority, since they only supply shields and support
  • When an enemy dies the remaining enemies will get an atk buff

Media Video Clears

Trial 20 - "Powerhouse Quincy & Foxy Kuya"

Slime Enemies

  • Dark Element Foxy Mist Kuya (16,210 HP)
  • Wood Element Powerhouse Quincy (18,526 HP)

Allies Team Recommendations

  • Morvay, 2-3 DPS, 1 Healer, Open Slot

Deed Stage Tips

  • Make sure you have your highest HP units in slot 2 and 4, Quincy and Kuya will always target those slots on their skill activation
  • If using the Morvay tactic, specifically have Morvay in slot 1, 3 or 5 and use his ult specifically for Kuya's paralysis, your other units will guard against Quincy's ult. This is so that you're not restricted to 2 units paralyzed and instead only 1
  • Kuya will always do his ult on every 5th turn, and Quincy will follow up on the next turn after that again targeting slot 2 and 4
  • This is another stage where if you kill one, the other will get stronger so whittle them down evenly and nuke them side-by-side so they don't get to use their atk boost to their advantage

Media Video Clears

Trial 25 - "Glacial Edmond"

Slime Enemies

  • Water Element Glacial Edmond (66,567 HP)

Allies Team Recommendations

  • Morvay, 2-3 DPS, 1 Healer, Open Slot
    • If you have MB Kuya he's the hard counter for this stage

Deed Stage Tips

  • Make sure your Morvay has enough HP to take a lot of damage
  • At the end of Turn 4, Edmond will do a Single-Target ult so use your Morvay on this turn to take the hit. note: Edmond will follow up this ult with 2 double-up attacks. This buff lasts for 3 turns
  • When Edmond is <50% HP he will apply self buffs rather than attacking. When these buffs are active he will immediately counter-attack units that has attacked him. Either guard until the buffs expire or tank the hits
  • When Edmond is <25% HP he will apply self buffs again but this time he will counter-attack the entire team. Either guard until the buffs expire, or guard your whole team besides 1 DPS and tank the hits

Media Video Clears 3☆ Clear / No SSR: https://youtu.be/BXDmsuKqxK0

Trial 30 - "Rin's Entourage"

Slime Enemies

  • Wood Element Explosive Infernox (12,913 HP)
  • Wood Element Brutal Hellhound (12,913 HP)
  • Dark Element Beast Tamer Rin (36,936 HP)

Allies Team Recommendations

  • Team setup: A good healer in slot 3, and a guardian for the requirements! Take as much damage as possible for your other slots.
    • SR Morvay is the recommended guardian, and if he is strong enough to tank the paralysis move, you can place him in slot 3 instead to avoid the mob damage the turns after he is paralyzed.

Deed Stage Tips

  • This stage runs the same as the last season except the level cap has been reduced to 25. However the rotation is still the same.
  • Rin kills the first two random mobs on turn 1
    • This causes him to take no damage and also do 50% more damage
    • He will gradually gain a buff to his bleed damage, so beware
  • Getting the mobs to 1% HP causes each one to full heals itself the first time, then dies the second
    • Each dead mob will reduce Rin's attack by 25% and remove 50% of his damage reduction
  • Rin special at end of Turn 4 (bleed AOE, 3T), which repeats every 3 turns and increases in power each time.
  • Turn 5 Rin attacks slots 1,2,4,5 for 7% Max HP damage x6 to each slot and paralyzes (2T) them
    • Even most guardians will die here so just guard and take it unless your guardian after 84% damage can also tank the mob attacks as well (once they are gone, Rin is less of an issue)
    • SR Morvay may be able to tank it thanks to his shield and elemental advantage against the mobs.
    • This also hits on turn 9, 13, 17, etc.
  • Mobs use their AOE on turn 6 (every 5 turns)
    • These will target the first two slots or the last two slots depending on which mob is alive.
  • The ideal strategy for this one is to place a healer in the middle slot because it does not get paralyzed or take much damage. You may use SR Morvay in this slot alternatively to tank the paralysis.
    • Try to kill one of the mobs ASAP to reduce the damage taken by Rin and avoid an ultimate from the mob.
    • When the mobs are both gone, his attack will be more manageable. You may even be able to use a guardian to tank the paralysis depending on your unit. Be careful of bleed damage!

Trial 35 - "After School Yakumo"

Slime Enemies

  • Wood Element First Timer Yakumo (173,880 HP)

Allies Team Recommendations

  • Team setup: 1 Guardian, Healer with heal-over-time (not Kuya or Quincy)

Deed Stage Tips

  • Starting turn 2: Yakumo reduces everyone's healing by 2% each turn and gives himself 3% more ATK. This stacks quickly!
  • At the end of turn 4: Small AoE that repeats every 3 turns.
  • At the end of turn 5: AoE bleed that hits for 3% max HP (lasts 4 turns).
  • At the end of turn 6: Do not guard for the next 3 turns or you will die.
    • Guardians that attack and guard after are safe, but don't swipe down.
    • Use your healer's ultimate on turn 7 to cast a heal over time skill.
  • At the end of turn 7: Your ultimates will deal 80% max HP damage to your unit, so do not use ultimates during turn 8. A -300% recovery rate will also be applied for a turn, and on top of that, he will hit you for 95% max HP AoE damage.
    • Make sure before this you have a heal over time active so you can heal before the following turn.
  • At the end of turn 8: AoE damage for 2% max HP.
    • This turn will kill you if you do not heal thanks to the 95%+2%+3% bleed.
  • At the end of turn 9: -300% basic attack damage to healer for four turns.
    • You can use your guardian on turn 9 to taunt away the skill so you can continue to heal.
  • The above sequences loop, so just remember the pattern and kill Yakumo as quickly as possible.

Trial 40 - "Dante's Snow Garden"

Slime Enemies

  • Light Element Cold Aspiration Dante (119,389 HP)
  • Water Element Blue Scarf Snowman (136,211 HP)
  • Fire Element Red Scarf Snowman (136,211 HP)

Allies Team Recommendations

  • Do whatever you want honestly to get done quickly!
    • Anti-heal (SR Kuya) is beneficial if you want to avoid the snowmen healing, but not necessary.
    • Small burst damage is better than nuke damage because of thresholds and stack removal conditions, so take quick ultimate users.

Deed Stage Tips

  • The snowmen will use a follow up AoE attack, and they can't go below certain thresholds at a time so nukes (Quincy) aren't recommended.
    • The snowmen will pause to inspect at each threshold which are at 75%, 50%, 25%, and 1%.
  • The snowmen gain more armor every 2 turns and increase their skill trigger effects when they do (they hit for more damage and they take less damage), so don't let them stack high.
    • If this reaches 7 layers, they will heal themselves back to 100% and gain 500% ATK power permanently.
    • The stacks will decrease by 1 if 3 ultimates are used before the next armor is applied.
    • If you don't keep the snowmen around the same HP threshold, the snowmen will reduce your attack by 12.5% each turn of inspection, and this is permanent.
  • Aim to just kill the snowmen and ignore Dante. He both damages and heals the snowmen.
    • You will die if Dante dies first!
  • At the end of turn 3: Both snowmen use a strong ultimate, repeating every 2 turns.
    • You may want to use a guardian here if you can't withstand it.
  • At the end of turn 4: Dante uses an ultimate for real damage, repeats every 3 turns.
  • At the end of turn 7: Dante taunts, and you need to hit with an ultimate to paralyze him/remove taunt on turn 8.
    • He'll heal the snowmen for about 10% HP if you didn't, but you won't get hurt so you can neglect this if necessary.
  • They all leave when both snowmen are at 1%.

Trial 45 - "Spartan Blade"

Slime Enemies

  • Fire Element Hardcore Training Blade (280,167 HP)
5nc_Allies: Team Recommendations
  • Two guardians, strong healer, and anything else you like

Deed Stage Tips

  • Please note you can only use up to 2 ultimates per turn or else you will be killed.
  • Also, don't let your HP fall to red (25% or less) or you will be killed.
  • You must complete the stage by turn 21 or else the battle will end in failure.
  • At the end of turn 4: Silver Blade attacks your healer.
    • Taunt with a guardian on turn 5 to avoid the next attack!
  • At the end of turn 5: Blade uses a heavy ultimate, which gives the unit all of the following effects: Take 300% more damage, ATK -30% (10t), Paralysis (2t), and Recovery Rate -150%. You cannot avoid the paralysis.
    • This will hit the healer if you didn't taunt.
    • Taunt with a second guardian on turn 6 to avoid the next attack!
  • At the end of turn 6: Blade uses another heavy ultimate, which gives the unit all of the following effects: Take 300% more damage (2t), Hit self for 70% max HP if you attack, and Recovery Rate -150%.
    • This will hit the healer if you didn't taunt.
    • Please guard the unit that was hit by this the following turn so it does not kill itself.
  • At the end of turn 7: Blade will verify you are above 50% HP. Regardless, he will use a basic attack here.
    • If any one of your units is below 50% HP, your healer will be targeted with silence. They will also take 300% more damage (2t).
    • To avoid trouble on this round, simply make sure you are above 50% HP (no yellow bar) by the end of turn 7.
  • The above sequence repeats every 4 turns (8, 12, etc).

Trial 50 - "Kinder Surprise with Olivine"

Slime Enemies

  • Water Element Persistent Poacher Boss (215,448 HP)
  • Light Element Shameless Poacher Goon (223,434 HP)
  • Water Element Guardian Envoy Olivine (283,653 HP)

Allies Team Recommendations

  • 1 Healer and then anything else that damages quickly is fine

Deed Stage Tips

  • Hit only the poachers, ignore Olivine. He helps your team with shields and enemy debuffs.
  • Pay attention to the eggs they use to know what to do (check your/their statuses). You can only choose one egg or the other, so be careful!
  • End of turn 1: Lilac (boss) and Lemon (goon): Hit the boss on turn 2 first to avoid healer paralysis and an aoe the following turn.
  • End of turn 3: Indigo (boss) and Chartreuse (goon): Avoid attacking either one on turn 4 or you will be hit with strong aoe attacks the following turn that will also push back your cooldowns. Just guard.
  • End of turn 4: Boss will hit you with an aoe regardless, but the damage is minimal if you guarded. This repeats every 4 turns.
  • On turn 6: Focus on the goon and remove his shield (any sort of damage) to stun him before he uses an ultimate that will wipe the party.
  • Everyone leaves when both are at 1%. You can defeat in any order you like but both continue to attack until both are at 1%.

Trial SP1 -"Kinder Surprise with Olivine"

Slime Enemies

  • Water Element Persistent Poacher Boss (443,124 HP)
  • Light Element Shameless Poacher Goon (459,550 HP)
  • Water Element Guardian Envoy Olivine (583,406 HP)

Deed Stage Tips

  • This is the same fight as above, only with more HP and more damage!

Trial 55 - "Sparks Flying Rei"

Slime Enemies

  • Light Element Master at Warmth Rei (563,214 HP)

Allies Team Recommendations

  • 1 Healer, 1 Guardian, and DPS or Buffers
    • Place the Guardian in any slot other than slot 3.
    • Place your highest HP unit other than your guardian in slot 3.

Deed Stage Tips

  • Every attack you hit Rei for will trigger a counterattack on slot 3. Rei grants this slot a large shield that is about 4x the HP, so do not let this shield die. You may use your guardian to offset the damage.
  • Do not ever guard more than 2 units per turn. Rei will gain extra buffs and debuff your team if this happens. Keep your guarding to your guardian and one other, typically your slot 3 unit.
  • At the end of turn 4, Rei will hit the entire team except slot 3 with a large AoE. Slot 1 will be hit particularly hard.
  • Use your guardian's taunt on turn 5. At the end of turn 5, Rei will use a strong attack that you should keep from being used on your slot 3. Make certain you have healed well!
  • On turn 7, use two ultimates to reduce Rei's attack so you don't get attacked harder the following turn.
  • All of these attacks loop and repeat, so prepare as necessary!
  • If slot 3 ever loses his shield, your party will be wiped. Do all you can to prevent this, even if you need multiple guardians or extra healers.

Trial SP2 - "Sparks Flying Rei"

Slime Enemies

  • Light Element Master at Warmth Rei (1,050,698 HP)

Deed Stage Tips

  • This is the same fight as above, only with more HP and more damage!

Trial 60 - "Disciplinarian Edmond"

Slime Enemies

  • Wood Element Strict Disciplinarian Edmond (476,838 HP)

Allies Team Recommendations

  • 1 Healer, 1 Guardian, and DPS or Buffers
    • Heal over time or quick ultimate healers are recommended since everyone must stay alive.

Deed Stage Tips

  • Your healing will be reduced from the first turn. You will also take more damage when you are above 75% HP, and deal more damage when below 25% HP. When guarding, you take 25% less damage to make up for the extra damage.
  • No units may die or your entire party will be wiped.
  • Edmond will focus on all but slot 1 for most non-special attacks.
  • At the end of turn 3, Edmond will use a stronger AoE on slots 2-5.
  • Use your guardian on turn 5. At the end of the turn, a very strong attack will be unleashed.
    • You should try to use any strong heal over time abilities here as well to prepare for the next turn.
  • Guard on turn 6. At the end of this turn, he will use an attack that may wipe the party if you have not guarded.
  • These repeat on a 4 turn loop, so be prepared accordingly.
  • Edmond is locked first at 50% HP, so plan your ultimates accordingly. He will reduce your healing more at this point.
  • He will leave when he is brought to 1%.

Trial SP3 - "Disciplinarian Edmond"

Slime Enemies

  • Wood Element Strict Disciplinarian Edmond (768,434 HP)

Allies Team Recommendations

  • This is the same fight as above, only with more HP and more damage!